Increased spread of rockets, increased tween time after firing (it looks weird for some fire animations, but it also did in UT anyway).
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parent
0a7587a19f
commit
b1b38561c1
16 changed files with 101 additions and 65 deletions
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@ -197,6 +197,7 @@ Class PulseBoltCap : Actor
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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Scale 0.15;
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}
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States
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@ -217,6 +218,7 @@ Class PulseBoltHit : Actor
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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Scale 0.15;
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}
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States
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@ -293,8 +295,8 @@ Class PulseBolt : Actor
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weffect.Destroy();
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weffect = null;
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}
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if ( !weffect ) weffect = Spawn("PulseBoltHit",t.Results.HitPos-t.Results.HitVector);
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else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
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if ( !weffect ) weffect = Spawn("PulseBoltHit",t.Results.HitPos-t.Results.HitVector*4);
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else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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A_SprayDecal("BoltScorch",beamsize+8);
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if ( next )
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{
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@ -325,8 +327,8 @@ Class PulseBolt : Actor
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weffect.Destroy();
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weffect = null;
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}
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if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos-t.Results.HitVector);
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else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
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if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos);
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else weffect.SetOrigin(t.Results.HitPos,true);
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}
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else
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{
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@ -496,7 +498,12 @@ Class PulseGun : UTWeapon
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action void A_StartBeam()
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{
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A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
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invoker.beam = Spawn("StarterBolt",pos);
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Vector3 x, y, z, origin;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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origin = (0,0,player.viewz-pos.z)+5.0*x+3.0*y-1.0*z;
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invoker.beam = Spawn("StarterBolt",Vec3Offset(origin.x,origin.y,origin.z));
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invoker.beam.angle = angle;
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invoker.beam.pitch = BulletSlope();
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invoker.beam.target = self;
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}
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action void A_StopBeam()
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@ -531,7 +538,7 @@ Class PulseGun : UTWeapon
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PGNP B -1;
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Stop;
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Ready:
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PGNS ABCDEFGHIJKLMNOPQRSTUVW 1;
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PGNS ABCDEFGHIJKLMNOPQRSTUVW 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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PGNI A 1
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{
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@ -622,7 +629,7 @@ Class PulseGun : UTWeapon
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Goto Idle;
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Reload:
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PGNI A 1;
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PGNI A 0 A_JumpIf(invoker.clipcount >= 50,"Idle");
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PGNI A 0 A_JumpIf(invoker.clipcount >= Min(50,invoker.Ammo1.Amount),"Idle");
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PGNR A 1 A_Reloading();
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PGNR BCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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PGR2 ABCDEFGHIJKLMNOPQRSTUVWX 1;
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